I have a few notes/suggestions, but I think this is basically a good character.
I would try to dig up for that last point of Intuition; it's very useful and going first is important.
Banishing is a trap option; just buy Summoning and Binding separately.
Astral combat is iffy in general, more so for you. You should instead invest in one decent mana spell you can fight on the astral with - like Stunbolt. As is, all you can do is wuss-slap astral enemies, and they can most likely do much worse to you. A force 3 spirit can stomp you in astral combat, and that's not good.
I would not have both Unarmed Combat and Dodge. I would suggest losing Unarmed Combat, since Dodge already adds to your melee defense, and having Stunbolt (which you want anyways, see above) as your "my machine pistol got taken in a strip search" option. With a 1 strength and a 3 agility, you're not exactly going to be a terror in HTH offense anyways.
Since you are concerned about long-term: starting with a bunch of mid-range stats and skills is bad because of how karma upgrading works. Try to have skills at 1,4, or 6. Same for stats - try to get stats to "as high as I will ever want this" at chargen, or leave them at 1 - like, if you eventually plan on buying more Reaction and/or Intuition, you would do better to start with Reaction 1 and Intuition 5, since buying Intuition from 4->5 costs 25 karma, but buying Reaction from 1->2 costs 10 karma. Magic 6 is a little inefficient too - it's 30 karma or 25 bp - and I think you could do better spending the 25 bp on other stuff that would be more expensive to raise later (like having skills at 4 instead of 2-3) and buying up Magic as your first karma purchase.
While not worthless, Focused Concentration is bp-inefficient; it is 10 points for +1 drain, but buying another point of a drain stat is also +1 - although since you are maxed out, it maaaay be worth it for you, but be aware that it's like hardcapping stats - you pay a premium for the last bit.
Check your GM interprets Adversary's bonus as +2 to all counterspelling, including counterspelling for defense, and not just to counterspell existing spells (I think that ruling the latter way is moronic, but I have seen people insist it works like that).
I'm not a huge fan of Astral Chameleon, but YMMV.
I can see cybereyes as a human mage, but cyberears are rather meh - consider just wearing earbuds. Mnemonic Enhancer is very meh. Better things to get: PuSHeD (adds +1 to ALL logic linked skills, instead of just knowledge skills), cyberfoot with a Nanohive and Neocortical Nanites (+3 to all logic-linked skills when you are able to concentrate - great for using stuff like knowledge skills or Arcana). Reflex Recorders are handy too. Longterm (when you can free up more essence by using better rated ware), a cyber lower leg or lower arm might be nice so you can fit in nifty stuff like armor, cyberarm gyromount [very handy as an Automatics user], etc.
Counterspelling and Sustaining foci require you to specify a school. For this reason I think Counterspelling foci are rather iffy and I would recommend using the Shielding metamagic for more spell defense - you can even get a Shielding focus, which helps against all schools instead of just one (same nuyen price, 6x force karma instead of 3x force karma).
Armor is not a good spell choice, because armor glows in the real world and that is not good. Stunbolt is a good spell choice because right now you cannot attack with spells and that is bad. Against a lot of enemies, Stunbolt is going to do better than your gun, and even without that, why would you not want 3 bp for a backup attack option that can't be found in a pat-down? You should also very, very strongly consider Stunball, because the ability to deal with groups of enemies is one of the biggest reasons to have a mage around on a battlefield.